244 lines
7.0 KiB
C++
244 lines
7.0 KiB
C++
#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include <vector>
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#include <stdio.h>
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#include <optional>
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using namespace std;
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const char* vertexShaderSource = "#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\0";
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const char* fragmentShaderSource = "#version 330 core\n"
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"out vec4 FragColor;\n"
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"void main()\n"
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"{\n"
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" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);"
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"} ";
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static GLFWwindow* window;
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template<class T>
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struct SimpleArray {
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T* data;
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size_t size;
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};
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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glViewport(0, 0, width, height);
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}
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void processInput(GLFWwindow* window)
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{
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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}
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bool glfw_window_setup() {
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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window = glfwCreateWindow(800, 800, "LearnOpenGL", NULL, NULL);
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if (window == NULL) {
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std::cout << "Failed to create GLFW windoww" << std::endl;
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glfwTerminate();
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return false;
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}
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glfwMakeContextCurrent(window);
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return true;
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}
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enum class ParserState {
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PREFIX,
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VERTEX,
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FACE,
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FACE_SKIP,
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};
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optional<pair<SimpleArray<float>, SimpleArray<unsigned int>>> load_iconsphere() {
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std::FILE* f = NULL;
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if (fopen_s(&f, "Iconsphere.obj", "r")) {
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return {};
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}
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// MEMORY LEAK!!! 84 verts currently
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float* vert_data = (float*)malloc(sizeof(float) * 128);
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size_t vert_data_size = 0;
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// MEMORY LEAK!!! (I think)
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unsigned int* indices_data = (unsigned int*)malloc(sizeof(int) * 256);
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size_t indices_data_size = 0;
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ParserState state = ParserState::PREFIX;
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char ln[128];
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int len = 0;
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int start = 0;
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while ((ln[len] = std::fgetc(f)) != EOF) {
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switch (state) {
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case ParserState::PREFIX:
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if (len > 0 && ln[len - 1] == 'v' && ln[len] == ' ') {
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state = ParserState::VERTEX;
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start = len + 1;
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}
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else if (len > 0 && ln[len - 1] == 'f' && ln[len] == ' ') {
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state = ParserState::FACE;
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start = len + 1;
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}
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break;
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case ParserState::VERTEX:
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if (ln[len] == ' ' || ln[len] == '\n') {
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vert_data[vert_data_size] = atof(&ln[start]);
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vert_data_size++;
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start = len + 1;
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}
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case ParserState::FACE:
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if (ln[len] == '/') {
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state = ParserState::FACE_SKIP;
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indices_data[indices_data_size] = atoi(&ln[start]) - 1;
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indices_data_size++;
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}
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break;
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case ParserState::FACE_SKIP:
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if (ln[len] == ' ') {
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state = ParserState::FACE;
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start = len + 1;
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}
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}
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if (ln[len] == '\n') {
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len = 0;
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state = ParserState::PREFIX;
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}
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len++;
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}
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SimpleArray<float> verts = { vert_data, vert_data_size };
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SimpleArray<unsigned int> indices = { indices_data, indices_data_size };
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return make_pair(verts, indices);
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}
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int main()
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{
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if (!glfw_window_setup()) return -1;
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auto data = load_iconsphere();
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if (!data) {
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std::cout << "ERROR loading the iconosphere obj file failed" << std::endl;
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return -1;
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}
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auto verts = data.value().first;
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auto indices = data.value().second;
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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glViewport(0, 0, 800, 800);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT); // Write to back buffer
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glfwSwapBuffers(window); // front buffer is now back
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glClear(GL_COLOR_BUFFER_BIT); // Write to back buffer again (former front buf)
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/*float vertices[] = {
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-0.5f, -0.5f, 0.0f,
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0.5f, -0.5f, 0.0f,
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0.0f, 0.5f, 0.0f
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};*/
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unsigned int VAO;
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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unsigned int VBO;
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, verts.size * sizeof(float), verts.data, GL_STATIC_DRAW);
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unsigned int EBO;
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glGenBuffers(1, &EBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size * sizeof(unsigned int), indices.data, GL_STATIC_DRAW);
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// Vertex shader
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unsigned int vertexShader;
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
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glCompileShader(vertexShader);
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// Verify vertex shader compilation
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int success;
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char infoLog[512];
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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// Fragment shader
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unsigned int fragmentShader;
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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glCompileShader(fragmentShader);
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// Verify fragment shader compilation
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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// Link shader programs together
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unsigned int shaderProgram;
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shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
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}
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glUseProgram(shaderProgram); // Set shaderProgram as active shader
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// Delete shader program parts (like deleting obj files).
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// We want this memory back
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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// Tell opengl which attribute our data is for (i.e. location)
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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while (!glfwWindowShouldClose(window))
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{
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawElements(GL_TRIANGLES, indices.size, GL_UNSIGNED_INT, 0);
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glBindVertexArray(VAO);
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processInput(window);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glfwTerminate();
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return 0;
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} |